Re: [hlds] Client interp on servers

2010-01-09 Thread Joel R.
cl_interp is the amount of latency the client lags the models they see in
their screen.  This is necessary to smooth the position updates client
receives from server.  Changing it will cause no hit performance at all.
The server will automatically compensate for this lag based on the players
cl_interp value.  Lowering or raising it will not give you better results.
The complaints about hit registry is because the server and client will
always have different results, because numbers can go into infinite
(example: pi) and we can only network a number the size of -2,147,483,648 to
+2,147,483,648.  So you see the predicament.


On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote:


 So I've got a client saying that he wants to set his cl_interp to something
 lower than 100, but the servers prevent him from changing it. I'll be
 honest, I don't know a damn thing about this interp crap. So my questions
 are:

 Will reducing the client interp cause a hit in performance? What are the
 side-effects?
 How the hell did I limit it to 100?
 Do you limit your interp? What's yours at?

 This is for TF2, btw.

 Thank you,
 Alec Sanger



 _
 Hotmail: Trusted email with Microsoft's powerful SPAM protection.
 http://clk.atdmt.com/GBL/go/196390706/direct/01/
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Left 4 Dead 1/2 sv_search_key

2010-01-09 Thread Todd Ferguson
Hi -

Possibly stupid question here, but how does one actually configure and 
use the sv_search_key?  Is there anything that needs to be done on the 
client side as well?

Thanks,
Todd


f0rkz wrote:
 How did you configure it?

 -f0rkz

 On Fri, 2010-01-08 at 09:36 -0800, Brent Veal wrote:
   
 It's working properly on all my L4D1 and 2 servers

 On Fri, Jan 8, 2010 at 9:28 AM, f0rkz h...@f0rkznet.net wrote:

 
 Is sv_search_key broken at the present moment?

 -f0rkz


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
 



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Client interp on servers

2010-01-09 Thread AnAkIn .
100? wtf?

Read this

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

2010/1/9 Joel R. joelru...@gmail.com

 cl_interp is the amount of latency the client lags the models they see in
 their screen.  This is necessary to smooth the position updates client
 receives from server.  Changing it will cause no hit performance at all.
 The server will automatically compensate for this lag based on the players
 cl_interp value.  Lowering or raising it will not give you better results.
 The complaints about hit registry is because the server and client will
 always have different results, because numbers can go into infinite
 (example: pi) and we can only network a number the size of -2,147,483,648
 to
 +2,147,483,648.  So you see the predicament.


 On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote:

 
  So I've got a client saying that he wants to set his cl_interp to
 something
  lower than 100, but the servers prevent him from changing it. I'll be
  honest, I don't know a damn thing about this interp crap. So my questions
  are:
 
  Will reducing the client interp cause a hit in performance? What are the
  side-effects?
  How the hell did I limit it to 100?
  Do you limit your interp? What's yours at?
 
  This is for TF2, btw.
 
  Thank you,
  Alec Sanger
 
 
 
  _
  Hotmail: Trusted email with Microsoft's powerful SPAM protection.
  http://clk.atdmt.com/GBL/go/196390706/direct/01/
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Client interp on servers

2010-01-09 Thread ics
The 100 he is talking about propably is the one listed on the screen as 
shown with net_graph 1. 100ms aka 0.1 interp.

-ics

AnAkIn . kirjoitti:
 100? wtf?

 Read this

 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

 2010/1/9 Joel R. joelru...@gmail.com

   
 cl_interp is the amount of latency the client lags the models they see in
 their screen.  This is necessary to smooth the position updates client
 receives from server.  Changing it will cause no hit performance at all.
 The server will automatically compensate for this lag based on the players
 cl_interp value.  Lowering or raising it will not give you better results.
 The complaints about hit registry is because the server and client will
 always have different results, because numbers can go into infinite
 (example: pi) and we can only network a number the size of -2,147,483,648
 to
 +2,147,483,648.  So you see the predicament.


 On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote:

 
 So I've got a client saying that he wants to set his cl_interp to
   
 something
 
 lower than 100, but the servers prevent him from changing it. I'll be
 honest, I don't know a damn thing about this interp crap. So my questions
 are:

 Will reducing the client interp cause a hit in performance? What are the
 side-effects?
 How the hell did I limit it to 100?
 Do you limit your interp? What's yours at?

 This is for TF2, btw.

 Thank you,
 Alec Sanger



 _
 Hotmail: Trusted email with Microsoft's powerful SPAM protection.
 http://clk.atdmt.com/GBL/go/196390706/direct/01/
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
   


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Client interp on servers

2010-01-09 Thread Adam Spurgin
isn't that the default value?


ics wrote:
 The 100 he is talking about propably is the one listed on the screen as 
 shown with net_graph 1. 100ms aka 0.1 interp.

 -ics

 AnAkIn . kirjoitti:
   
 100? wtf?

 Read this

 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

 2010/1/9 Joel R. joelru...@gmail.com

   
 
 cl_interp is the amount of latency the client lags the models they see in
 their screen.  This is necessary to smooth the position updates client
 receives from server.  Changing it will cause no hit performance at all.
 The server will automatically compensate for this lag based on the players
 cl_interp value.  Lowering or raising it will not give you better results.
 The complaints about hit registry is because the server and client will
 always have different results, because numbers can go into infinite
 (example: pi) and we can only network a number the size of -2,147,483,648
 to
 +2,147,483,648.  So you see the predicament.


 On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote:

 
   
 So I've got a client saying that he wants to set his cl_interp to
   
 
 something
 
   
 lower than 100, but the servers prevent him from changing it. I'll be
 honest, I don't know a damn thing about this interp crap. So my questions
 are:

 Will reducing the client interp cause a hit in performance? What are the
 side-effects?
 How the hell did I limit it to 100?
 Do you limit your interp? What's yours at?

 This is for TF2, btw.

 Thank you,
 Alec Sanger



 _
 Hotmail: Trusted email with Microsoft's powerful SPAM protection.
 http://clk.atdmt.com/GBL/go/196390706/direct/01/
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
   
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
   
 


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] L4D2 res slots

2010-01-09 Thread Richard Green
Does anyone have a res slot system working for l4d2?
Using SM's reservedslot.smx doesn't seem to work :(
Any info would be much appreciated
Regards
D3v


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


[hlds] Client interp on servers

2010-01-09 Thread Drogen Viech
cl_interp is kinda obsolete now that valve added that cl_interp_ratio stuff.
Yes, 0.1 was the default days back when they didn't had the ratio
thing - cl_interp now automatically changes based on the interp
ratios... messing with them won't get you anywhere, too many people
still think it gives you a better hit registry...

2010/1/9 Adam Spurgin adam.spur...@gmail.com:
 isn't that the default value?


 ics wrote:
 The 100 he is talking about propably is the one listed on the screen as
 shown with net_graph 1. 100ms aka 0.1 interp.

 -ics

 AnAkIn . kirjoitti:

 100? wtf?

 Read this

 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

 2010/1/9 Joel R. joelru...@gmail.com



 cl_interp is the amount of latency the client lags the models they see in
 their screen.  This is necessary to smooth the position updates client
 receives from server.  Changing it will cause no hit performance at all.
 The server will automatically compensate for this lag based on the players
 cl_interp value.  Lowering or raising it will not give you better results.
 The complaints about hit registry is because the server and client will
 always have different results, because numbers can go into infinite
 (example: pi) and we can only network a number the size of -2,147,483,648
 to
 +2,147,483,648.  So you see the predicament.


 On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote:



 So I've got a client saying that he wants to set his cl_interp to


 something


 lower than 100, but the servers prevent him from changing it. I'll be
 honest, I don't know a damn thing about this interp crap. So my questions
 are:

 Will reducing the client interp cause a hit in performance? What are the
 side-effects?
 How the hell did I limit it to 100?
 Do you limit your interp? What's yours at?

 This is for TF2, btw.

 Thank you,
 Alec Sanger



 _
 Hotmail: Trusted email with Microsoft's powerful SPAM protection.
 http://clk.atdmt.com/GBL/go/196390706/direct/01/
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] L4D2 res slots

2010-01-09 Thread Peter Powell
File a bug on the SourceMod issue tracker, if it doesnt work on L4D2 
then they will fix it.- https://bugs.alliedmods.net/

~Peter Powell

Richard Green wrote:
 Does anyone have a res slot system working for l4d2?
 Using SM's reservedslot.smx doesn't seem to work :(
 Any info would be much appreciated
 Regards
 D3v


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] L4D2 res slots

2010-01-09 Thread Andy C
Reserved slots don't work on L4D or L4D2.

On Sat, Jan 9, 2010 at 9:31 AM, Peter Powell li...@ppowell.co.uk wrote:

 File a bug on the SourceMod issue tracker, if it doesnt work on L4D2
 then they will fix it.- https://bugs.alliedmods.net/

 ~Peter Powell

 Richard Green wrote:
  Does anyone have a res slot system working for l4d2?
  Using SM's reservedslot.smx doesn't seem to work :(
  Any info would be much appreciated
  Regards
  D3v
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 




 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Left 4 Dead 1/2 sv_search_key

2010-01-09 Thread Jonah Hirsch
1) Set sv_search_key on the server
2) Set sv_search_key to the same thing on the client.

Jonah Hirsch
---


On Sat, Jan 9, 2010 at 1:55 AM, Todd Ferguson todd.fergu...@gmx.net wrote:

 Hi -

 Possibly stupid question here, but how does one actually configure and
 use the sv_search_key?  Is there anything that needs to be done on the
 client side as well?

 Thanks,
 Todd


 f0rkz wrote:
  How did you configure it?
 
  -f0rkz
 
  On Fri, 2010-01-08 at 09:36 -0800, Brent Veal wrote:
 
  It's working properly on all my L4D1 and 2 servers
 
  On Fri, Jan 8, 2010 at 9:28 AM, f0rkz h...@f0rkznet.net wrote:
 
 
  Is sv_search_key broken at the present moment?
 
  -f0rkz
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds